Buckets:
| import { Camera } from './Camera.js'; | |
| import { RAD2DEG, DEG2RAD } from '../math/MathUtils.js'; | |
| import { Vector2 } from '../math/Vector2.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| const _v3 = /*@__PURE__*/ new Vector3(); | |
| const _minTarget = /*@__PURE__*/ new Vector2(); | |
| const _maxTarget = /*@__PURE__*/ new Vector2(); | |
| /** | |
| * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}. | |
| * | |
| * This projection mode is designed to mimic the way the human eye sees. It | |
| * is the most common projection mode used for rendering a 3D scene. | |
| * | |
| * ```js | |
| * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 ); | |
| * scene.add( camera ); | |
| * ``` | |
| * | |
| * @augments Camera | |
| */ | |
| class PerspectiveCamera extends Camera { | |
| /** | |
| * Constructs a new perspective camera. | |
| * | |
| * @param {number} [fov=50] - The vertical field of view. | |
| * @param {number} [aspect=1] - The aspect ratio. | |
| * @param {number} [near=0.1] - The camera's near plane. | |
| * @param {number} [far=2000] - The camera's far plane. | |
| */ | |
| constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { | |
| super(); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isPerspectiveCamera = true; | |
| this.type = 'PerspectiveCamera'; | |
| /** | |
| * The vertical field of view, from bottom to top of view, | |
| * in degrees. | |
| * | |
| * @type {number} | |
| * @default 50 | |
| */ | |
| this.fov = fov; | |
| /** | |
| * The zoom factor of the camera. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.zoom = 1; | |
| /** | |
| * The camera's near plane. The valid range is greater than `0` | |
| * and less than the current value of {@link PerspectiveCamera#far}. | |
| * | |
| * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a | |
| * valid value for a perspective camera's near plane. | |
| * | |
| * @type {number} | |
| * @default 0.1 | |
| */ | |
| this.near = near; | |
| /** | |
| * The camera's far plane. Must be greater than the | |
| * current value of {@link PerspectiveCamera#near}. | |
| * | |
| * @type {number} | |
| * @default 2000 | |
| */ | |
| this.far = far; | |
| /** | |
| * Object distance used for stereoscopy and depth-of-field effects. This | |
| * parameter does not influence the projection matrix unless a | |
| * {@link StereoCamera} is being used. | |
| * | |
| * @type {number} | |
| * @default 10 | |
| */ | |
| this.focus = 10; | |
| /** | |
| * The aspect ratio, usually the canvas width / canvas height. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.aspect = aspect; | |
| /** | |
| * Represents the frustum window specification. This property should not be edited | |
| * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}. | |
| * | |
| * @type {?Object} | |
| * @default null | |
| */ | |
| this.view = null; | |
| /** | |
| * Film size used for the larger axis. Default is `35` (millimeters). This | |
| * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset} | |
| * is set to a nonzero value. | |
| * | |
| * @type {number} | |
| * @default 35 | |
| */ | |
| this.filmGauge = 35; | |
| /** | |
| * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}. | |
| * | |
| * @type {number} | |
| * @default 0 | |
| */ | |
| this.filmOffset = 0; | |
| this.updateProjectionMatrix(); | |
| } | |
| copy( source, recursive ) { | |
| super.copy( source, recursive ); | |
| this.fov = source.fov; | |
| this.zoom = source.zoom; | |
| this.near = source.near; | |
| this.far = source.far; | |
| this.focus = source.focus; | |
| this.aspect = source.aspect; | |
| this.view = source.view === null ? null : Object.assign( {}, source.view ); | |
| this.filmGauge = source.filmGauge; | |
| this.filmOffset = source.filmOffset; | |
| return this; | |
| } | |
| /** | |
| * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}. | |
| * | |
| * The default film gauge is 35, so that the focal length can be specified for | |
| * a 35mm (full frame) camera. | |
| * | |
| * @param {number} focalLength - Values for focal length and film gauge must have the same unit. | |
| */ | |
| setFocalLength( focalLength ) { | |
| /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ | |
| const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; | |
| this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); | |
| this.updateProjectionMatrix(); | |
| } | |
| /** | |
| * Returns the focal length from the current {@link PerspectiveCamera#fov} and | |
| * {@link PerspectiveCamera#filmGauge}. | |
| * | |
| * @return {number} The computed focal length. | |
| */ | |
| getFocalLength() { | |
| const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); | |
| return 0.5 * this.getFilmHeight() / vExtentSlope; | |
| } | |
| /** | |
| * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}. | |
| * | |
| * @return {number} The effective FOV. | |
| */ | |
| getEffectiveFOV() { | |
| return RAD2DEG * 2 * Math.atan( | |
| Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); | |
| } | |
| /** | |
| * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or | |
| * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. | |
| * | |
| * @return {number} The film width. | |
| */ | |
| getFilmWidth() { | |
| // film not completely covered in portrait format (aspect < 1) | |
| return this.filmGauge * Math.min( this.aspect, 1 ); | |
| } | |
| /** | |
| * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or | |
| * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. | |
| * | |
| * @return {number} The film width. | |
| */ | |
| getFilmHeight() { | |
| // film not completely covered in landscape format (aspect > 1) | |
| return this.filmGauge / Math.max( this.aspect, 1 ); | |
| } | |
| /** | |
| * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. | |
| * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle. | |
| * | |
| * @param {number} distance - The viewing distance. | |
| * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector. | |
| * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector. | |
| */ | |
| getViewBounds( distance, minTarget, maxTarget ) { | |
| _v3.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); | |
| minTarget.set( _v3.x, _v3.y ).multiplyScalar( - distance / _v3.z ); | |
| _v3.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); | |
| maxTarget.set( _v3.x, _v3.y ).multiplyScalar( - distance / _v3.z ); | |
| } | |
| /** | |
| * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. | |
| * | |
| * @param {number} distance - The viewing distance. | |
| * @param {Vector2} target - The target vector that is used to store result where x is width and y is height. | |
| * @returns {Vector2} The view size. | |
| */ | |
| getViewSize( distance, target ) { | |
| this.getViewBounds( distance, _minTarget, _maxTarget ); | |
| return target.subVectors( _maxTarget, _minTarget ); | |
| } | |
| /** | |
| * Sets an offset in a larger frustum. This is useful for multi-window or | |
| * multi-monitor/multi-machine setups. | |
| * | |
| * For example, if you have 3x2 monitors and each monitor is 1920x1080 and | |
| * the monitors are in grid like this | |
| *``` | |
| * +---+---+---+ | |
| * | A | B | C | | |
| * +---+---+---+ | |
| * | D | E | F | | |
| * +---+---+---+ | |
| *``` | |
| * then for each monitor you would call it like this: | |
| *```js | |
| * const w = 1920; | |
| * const h = 1080; | |
| * const fullWidth = w * 3; | |
| * const fullHeight = h * 2; | |
| * | |
| * // --A-- | |
| * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); | |
| * // --B-- | |
| * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); | |
| * // --C-- | |
| * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); | |
| * // --D-- | |
| * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); | |
| * // --E-- | |
| * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); | |
| * // --F-- | |
| * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); | |
| * ``` | |
| * | |
| * Note there is no reason monitors have to be the same size or in a grid. | |
| * | |
| * @param {number} fullWidth - The full width of multiview setup. | |
| * @param {number} fullHeight - The full height of multiview setup. | |
| * @param {number} x - The horizontal offset of the subcamera. | |
| * @param {number} y - The vertical offset of the subcamera. | |
| * @param {number} width - The width of subcamera. | |
| * @param {number} height - The height of subcamera. | |
| */ | |
| setViewOffset( fullWidth, fullHeight, x, y, width, height ) { | |
| this.aspect = fullWidth / fullHeight; | |
| if ( this.view === null ) { | |
| this.view = { | |
| enabled: true, | |
| fullWidth: 1, | |
| fullHeight: 1, | |
| offsetX: 0, | |
| offsetY: 0, | |
| width: 1, | |
| height: 1 | |
| }; | |
| } | |
| this.view.enabled = true; | |
| this.view.fullWidth = fullWidth; | |
| this.view.fullHeight = fullHeight; | |
| this.view.offsetX = x; | |
| this.view.offsetY = y; | |
| this.view.width = width; | |
| this.view.height = height; | |
| this.updateProjectionMatrix(); | |
| } | |
| /** | |
| * Removes the view offset from the projection matrix. | |
| */ | |
| clearViewOffset() { | |
| if ( this.view !== null ) { | |
| this.view.enabled = false; | |
| } | |
| this.updateProjectionMatrix(); | |
| } | |
| /** | |
| * Updates the camera's projection matrix. Must be called after any change of | |
| * camera properties. | |
| */ | |
| updateProjectionMatrix() { | |
| const near = this.near; | |
| let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; | |
| let height = 2 * top; | |
| let width = this.aspect * height; | |
| let left = - 0.5 * width; | |
| const view = this.view; | |
| if ( this.view !== null && this.view.enabled ) { | |
| const fullWidth = view.fullWidth, | |
| fullHeight = view.fullHeight; | |
| left += view.offsetX * width / fullWidth; | |
| top -= view.offsetY * height / fullHeight; | |
| width *= view.width / fullWidth; | |
| height *= view.height / fullHeight; | |
| } | |
| const skew = this.filmOffset; | |
| if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); | |
| this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem ); | |
| this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); | |
| } | |
| toJSON( meta ) { | |
| const data = super.toJSON( meta ); | |
| data.object.fov = this.fov; | |
| data.object.zoom = this.zoom; | |
| data.object.near = this.near; | |
| data.object.far = this.far; | |
| data.object.focus = this.focus; | |
| data.object.aspect = this.aspect; | |
| if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); | |
| data.object.filmGauge = this.filmGauge; | |
| data.object.filmOffset = this.filmOffset; | |
| return data; | |
| } | |
| } | |
| export { PerspectiveCamera }; | |
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